Fool's Errand Iron DM Competition #1

Fool's Errand Round 1 Entry - DocSER's "Village Sprawl"

Fool’s Errand Round 1– DocSER entry “Village Sprawl” an adventure for characters level 1-4.

Party suggestions: This adventure requires a broad range of character skills. The normal assortment of problem solving, stealth, and combat skills will be plenty to see the group through the adventure. The nature of the adventure advantages parties with a ranger or a druid, but these classes are not necessary for the party.

This scenario does not include specific stats of DC for checks so that the DM can adjust to the appropriate level. The nature of the encounters still limits the scenario to a low level party.

Ingredients (all used including the optional one):

Heightened Spell - optional
Solitude
Advanced Wolves
Spade
Boots
Dwarven Battleaxe
Leomund’s Trap


Background:

About 100 years ago, the hamlet of Reinspreig began experiencing problems with a local wolf pack. Reinspreig’s steady expansion into the fertile lands south of the Morgenstern Mountains began encroaching on the wolf packs ancestral hunting ground. Townsfolk began to kill wolves at every opportunity as wolves started to prey on the stock of the townsfolk’s ranches.

An aging druid from Reinspreig, Hammond, took it upon himself to resolve the situation. Hammond felt that the townsfolk could not be taught to respect the wolves so the wolves must be lead away for their own protection. Because his plan required the cooperation of the wolves, Hammond cast a *heightened* animal friendship spell to convince the leader of the wolfpack to follow him to a glen higher in the mountains where the wolves could live in peace. Disgusted by the expansionism and intolerance exhibited by the people of Reinspreig, Hammond elected to stay with the wolf pack as their protector in the hidden glen until he died of old age.

Decades of *solitude* and isolation from other packs have *advanced* the wolf pack. They are now larger and stronger but generally peaceful following the care of Hammond. Deep in their species memory, they harbor a fear of humans but with the understanding that some humans, like their beloved Hammond, are caring and trustworthy creatures. They have long lived at peace within the relatively isolated glen feeding on a large population of mountain goats – conserving their resources as Hammond taught them.

Recently, a goblin tribe moved in to the mountain area. Their reconnaissance spotted the mountain glen populated by the exceptionally large wolves. The tribe chief hired a half-orc mercenary huntsman, Treak Dwarfsplitter, to capture some of the wolves to serve as mounts (once they are broken in). With the mounts, the goblin tribe expects to be able to expand its area of influence.

The incursion of the huntsman (and the first few missing wolf pups) angers the wolf pack. The wolves assume that the human tribe must be hunting them again and retaliate by attacking the outskirts of the human tribe.

Character Hooks: There are three potential hooks for this short scenario. The “best” hook will depend on how you want to integrate the scenario in to your campaign. Suggestions for when each hook is most appropriate are included in each hook description.

Hook 1: Contact from Hammond.

This hook is designed for a party containing a druid, ranger, or any character (possibly an elf) whom one might assume is a “friend of the wood”.

The problem the wolf pack faces has distressed Hammond, whose remains were never properly buried in his order’s tradition. His restless but heretofore content spirit seeks assistance for his adopted family. He contacts any people that he guesses might be sympathetic to his cause of protecting the wolves. He will NOT contact any ancestor of the villagers of Reinspreig whom he considers potential hunters of his wolf pack. Any out-of-towners passing through the area are likely targets – especially rangers or druids.

Hammond makes contact during the target’s sleep. The target of the admonition wakes with a vague recollection of being visited by an old human in ruddy red robes and a gnarly wooden staff. The recipient only remembers the vague admonition, “please save my children. Their bays pain me.” Finally, the recipient recalls a verdant glen surrounded by the characteristic local peak of the Morgenstern Mountains.

Hook 2: Wolf attack

A more tradition (and more general) hook involves the retaliatory strike the wolf pack carried out against Reinspreig. The players could be passing through town and hear of the wolf attack. Alternatively, a heady group of aspiring adventures may here about the troubles in Reinspreig and accept a ducal commission of 100gp to end the wolf attacks.

Any questioning of the people of Reinspreig would turn up that the wolf attack was on the outlying sheep farm owned by Sinclair. Once the party reaches Sinclair’s farm, they can move on to encounter 1B.

Hook 3: Goblin expansion

If the party has had dealing with a goblin tribe, they may have found evidence (in a note or something like it) indicating that the tribe had discovered a powerful new source of wolf mounts outside of Reinspreig. The party may then follow the lead to Reinspreig to prevent the goblin tribe from gaining this potentially potent advantage in their battles against the locals.

Any questioning of the people of Reinspreig would turn up that the wolf attack was on the outlying sheep farm owned by Sinclair. Once the party reaches Sinclair’s farm, they can move on to encounter 1B.

Encounters:

1A: Research on Hammond

The party can investigate the vision of Hammond in any number of ways. Asking about red robes will result in suggestions that the party visit the grove of Ehlonna. The priestesses and druids of Ehlonna are known locally for their red robes. Questions of the people at the grove will raise some concern. The local priestesses and druids take dream messages very seriously as it is an important part of their worship services. Spirits of the forest are supposed to contact the priestesses and druids devoted to the grove on behalf of Ehlonna. The priestesses will help the party piece together the mystery. The priestesses are not certain who it could be that is asking for help. Given the mention of “baying”, the priests suggest that it could be related to the recent wolf attacks. They can direct the party to the Sinclair farm.

The priestesses are also interested in the glen that the recipient recalled. They do not know of any such glen but think that it might be worth the effort to look at the local maps held at city hall. One of the maps might include information on a relatively inaccessible glen in the mountains.

Finally, the priestesses mention that the visit by a human suggests that the human’s spirit is not at rest. It would be important to locate this person’s remains and bury them properly. This requires the use of a ceremonial *spade* the order holds as sacred to pierce the earth and inter the bones and staff of the priestesses or druid. The priestesses are only willing to provide the ceremonial spade to a party after the party is able to credibly establish their good intentions and the location of the remains of the troubled spirit.

If the party elects to go to city hall to look at maps instead of to the Sinclair farm, they are greeted rather coldly by the attendants. The attendant that keeps maps at city hall is concerned about the local wolf attacks. He feels that everyone should be mustering to hunt down the wolves. If the players convince the attendant that looking at the maps may help them stop the wolf attacks (which they only could if they sensed a connection between the dream message and the wolf pack), the attendant will help them energetically. After appropriate research (and a series of appropriate intelligence, lore, or cartography checks) the players see a reference on a century old map of the area surrounding Reinspreig. The map suggests that there is a treacherously narrow path that leads to a small glen in the mountains. This glen is directly north of what is now the Sinclair ranch. The players can either elect to investigate the ranch (and go to 1B) or go directly to the mountain pass to the glen (2).

1B: Investigating the wolf attack

Upon reaching the Sinclair ranch, it is clear that the wolf attack has generated a lot of attention. Just the previous day, the Sinclair’s youngest son was killed by a pack of wolves. People from surrounding farms have gathered at the Sinclair ranch and a loud argument is proceeding. Sinclair and some of other farmers want to form a militia to hunt and kill all of the wolves. Others suggest caution and want to wait for professional help to hunt the wolves (from the local duke). A very small minority – consisting largely of the followers of Ehlonna – suggest seeking a peaceful resolution by reaching a modus vivendi with the wolf pack. As the party arrives, the group calling for a militia is gaining the upper hand.

This is an opportunity for the party to role-play a large argument. None of the positions are unreasonable. The party will need to find its own answer to the dilemma which can include anything from joining a militia group, to serving as professional hunters, to serving as investigators for the supporters of Ehlonna. Any group is likely to encounter splits within it on how to respond to the situation.

Any resolution will call for investigation of the scene of the attack. Investigation (and appropriate search checks) can reveal the following. I suggest you dispense information appropriate to the nature of the search strategies of the party.

The players may note:

A. The direction from which the wolves came (require a low tracking check or a decent wilderness lore check).
B. The large size of the wolf prints (trackers will notice this immediately – it is obvious – searchers who ask about the tracks can find it with a moderate search check)
C. The wolves passed up a flock of sheep to attack the child (this information requires actually looking around at the arrangement of the ranch and talking to Sinclair about the location of his herd for the day – understanding that this is aberrant behavior require a wilderness lore check).

Given this information, the players can proceed to 2 where they have to navigate the narrow pass to find the hidden glade.

2: Climbing to the mountain pass

This encounter is a skill and planning based encounter. Using the basic rules of mountain climbing, the party needs to navigate through a relatively treacherous pass. Climb checks and reward (and punishment) for poor planning are appropriate. It is also appropriate to have the party face cold weather conditions which will complicate their passage.

3: Exploring the mountain pass

Upon traversing the mountain pass, the party makes it to the glade. Here the investigation must continue. Players looking for who inhabits the glade will find three sets of prints. Most commonly, the party will notice the tracks of mountain goats and other local fauna which prosper in this glade protected from human poaching. Next, the players will easily find the large wolf tracks. Surprisingly, the party will find recent tracks of human sized *boots*.

If the players follow the boot tracks, they will eventually come across a small camp of goblins lead by a half-orc hunter. Treak Dwarfsplitter, the half-oak huntsmen has made camp in this area where he periodically captures wolf pups and sends them back to the goblin tribe in mountain caves. Treak is a fearsome huntsmen (Male Half-orc Ranger level 3) who is annoyed with the inept assistance of the goblin tribesman sent to assist him. He wields a *dwarven battle axe* won in his many battles against dwarven tribe far to the North. His axe is part of the image he uses to sell his mercenary skills to goblin tribes. To a goblin, any large fighter who has slain a dwarf to take his waraxe must be a great warrior and hunter. The party can confront him and the goblins directly or they can sneak in to the camp and free three advanced wolf cubs that Treak has just captured.

Inside the main tent, the party can find a chest in which Treak keeps his most important items. This chest is trapped with *Leomund’s Trap*. Treak does not trust mechanical traps that can break down in the harsh environments he travels in. He prefers the permanent deterrent of this spell – so he hired a spellcaster to arm his chest with it. The chest contains Treak’s commission to capture wolves, correspondence with the tribal leader about the wolves, and a valuable map of local goblin tribes.

If the party instead follows the wolf track, they will eventually reach a clearing that the wolves use as a home. The advanced wolves are relatively intelligent for their species and will set up an ambush for a careless party. The wolves will ruthlessly attack any party unless the party provides some reason for the wolves to trust them. There are two main strategies available to the party. They can wear the familiar red robes that the wolves associate with Hammond. They will trust a person who wears the robes (unless they take some aggressive action or are associated with another person who takes aggressive action). The players can also earn the trust of the tribe by returning the recently kidnapped wolf cubs. In either case, the players will have won a valuable ally in a future assault on Treak and the goblin camp.

After having resolved the wolf encounter (peacefully or not), the party will find a pile of long decaying human remains surrounding an eroded red robe and a wooden staff. These are clearly the remains of Hammond. If the party is able to get the ceremonial spade from the priestesses, they can put Hammond’s spirit to rest. Even if the first hook was not used, discussing the remains with the priestesses (including the robes and the staff) will reveal the need to bury Hammond properly.

There are many ways for the party to end the wolf attacks. The party can eliminate Treak and appease the wolves. The wolves will no longer seek vengeance against Reinspreig if their captured cubs are returned (and Treak is eliminated). Less peacefully, the wolves will not attack Reinspreig anymore if they are all killed off (though it is best for this to be difficult so that players will consider alternative strategies). The party should also be rewarded for laying Hammond’s spirit to rest.

This scenario can serve as the basis for other adventures against the local goblin tribes. Treak’s map can help the local Duke to prevent goblin raids on commerce and small villages. Eventually the party may be involved in the final assault on the goblin king. The players may also have gained powerful allies in the form of the wolves (potential animal companions for druids) and the worshippers of Ehlonna.

That was tough. Good luck everyeone.

DocSER
 

log in or register to remove this ad

(ok, here goes nothing... I didn't have time to proofread too closely, so please forgive minor grammatical and spelling errors)

1. advanced wolves
2. Leomund's trap
3. solitude
4. boots
5. dwarven waraxe
6. spade



The Trials of Princess Olloril


Background

Long ago, in the almost forgotten Dwarven city of Dwor-akarak, there lived Olloril, the most beautiful Dwarven princess to be found in the entire realm. Her eyes sparkled like diamonds, her body was strong and tough, and her beard was like fresh-spun golden silk. From miles around suitors came to seek her hand, but she stoutly refused them all, feeling they were unworthy. Olloril was the perfect female Dwarf, and would accept nothing less than a perfect husband. In time, growing weary of the endless stream of inadiquate Dwarves with which she was being presented, she devised a series of trials to test them. The Dwarf who managed to win his way through the trials would be the one she married, but the trials were designed so that failure meant either death or disgrace. The number of prospective suitors dropped drastically, and the princess was secretly pleased, for in truth she did not think marriage was really her "mug of ale."

According to legand, the tasks were as follows:
The suitor must:
1) Determine which of over a hundred chests in a room was safe to open (the others contained very very deadly poison gas)
2) Recover the legandary Dwarven Waraxe "Tunneler" from the hands of the Derro.
3) Travel to the surface world and befriend a winter wolf with the capacity to speak the Dwarven tongue.

The tests were to be completed in order. Olloril considered them to be given in the order of difficulty. The first took little time to complete, was on hand in Dwor-akarak and had the function of weeding out the vast majority of candidates entirely by itself (the safe chest is actually ensorcelled with a Leomund's Trap that makes it look just as dangerous as all the others). The second was considered to be a task of epic proportions, for the minor artifact Tunneler was stolen centuries ago by the Derro and, despite many attempts at recovery, never seen again. It is said that Tunneler has the capacity to create tunnels through solid rock in mere moments. The third task was something very close to the princess' heart, for there was only one winter wolf that spoke Dwarven.

(the tale of Olloril and the Winter Wolf: When she was a child, Princess Olloril was upset at her parents and ran away. She found her way to the surface and was caught up in a huge snowstorm. She was only saved when she ran into a winter wolf puppy, who somehow understood her situation and led her home, following her trail by scent - through the very teeth of the blizzard no less! She teased and cajoled the wolf until it came home with her, where she kept it in secret in her bedroom and named it "Whitey." Whitey was incredibly intelligent, being the offspring of a pack of incredibly advanced wolves, and unusually smart even among them. He even managed to learn a smattering of Dwarven before her parents discovered it and sent it back to the surface. Olloril longs to see her friend again, but does not know where on the surface world he now lives, since Winter Wolves must follow the cold weather and the past ten winters have been uncommonly warm in this part of the world.)

For over a decade no suitor passed the three tests. Most were killed by poison gas, and the rest never returned from Derro territory. At first, the Princess was pleased that it seemed she would have her life all to herself. Then, as she matured, she started to realize that she actually wanted to settle down. If nobody ever passed the trials, she would never have a family and would die alone in the world, with no lasting legacy. Her stubbern pride, however, did not allow her to remove the conditions of marriage. That would be a sign of weakness. So she devised an additional plan.

Using her immense personal wealth, she hired the most powerful mage in the land to help her. She was sealed in a crystal coffin in complete stasis. The coffin was ensorceled to break open and awaken her only when a Winter Wolf spoke her name aloud. The coffin was sealed in a cave with no entrance or exit. The only way in, she reasoned, would be to use the Dwarven Waraxe Tunneler. If they found a different way in, well, then she wouldn't count it as properly meeting her conditions for marriage. The trapped chests were left in the room they had been in before, but a magical pair of boots was placed in the safe chest. These rare Boots of Winter were enchanted to allow the wearer to travel in snowy and cold conditions without any sort of protective gear. They also allowed the wearer to walk safely on top of snow and ice (even thin, slippery ice). She didn't like to do this, but so wanted to see Whitey again that she was willing to give her husband-to-be a little help with this step. Then Olloril settled down in complete solitude to await her dream Dwarf.

Unfortunately, things did not go as planned. The Derro attacked soon after she set up her plan, destroying the city of Dwor-akarak and killing all the inhabitants. Few had heard of Princess Olloril's marriage scheme, and fewer still escaped to tell the rest of the world about it. Her story passed into history and legand, eventally being known to only a few high-level Dwarven bards.

It is one such bard named Alabringorf who, centuries later, was playing cards in an out-of-the-way inn in an out-of-the-way kingdom. The betting was getting very exciting, for it was based entirely on gems and jewelry - the very sort of game a Dwarf likes to play. Eventually, one of the players added to their bet a medium-sized, jeweled chest with an intricate lock. Alabringorf instantly recognized it as Dwarven work, and after a few moments of ale-thickened thought, remembered the legand of Olloril and her poisoned chests. For some reason, this chest reminded him strongly of that legand. He resolved that he must win the chest. Eventually, it all came down to one card. If he drew a spade, he would win. If not, he would lose. With a trembling hand, he flipped over his final card - and gave a dwarven whoop of joy. The chest was his.

That night, he examined it closely and realized it was trapped and had remained unopened for a very long time. In his drunken state, he reasoned he could survive most anything and opened it, setting off the harmless Leomund's Trap, for this was indeed the chest containing the magical boots, lost these many years. Realizing that the legand of Olloril was actually true, he resolved to find this perfect Dwarven Princess and marry her, ending her time of solitude and giving him a wife truly worth of song.


Hooks

1) Alabringorf needs to verify the nature of the boots and chest. He seeks out a wizard to cast Legand Lore - who of course happens to be a party member. This could lead into 2.
2) Alabringorf needs help to locate the lost city of Dwor-akarak, and hires the party to find it for him. Supposidly the best route to the Princess' cavern is from that very city.
3) Tunneler is lost - but where is it now? Alabringorf knows that to please Olloril he must recover it himself, but do the Derro still have it? He hires the party to do a bit of reconissance.
4) What about Whitey? Do Winter Wolves live for centuries? Alabringorf might send the party to find the pack of advanced wolves and see if Whitey still lives. If not, did Whitey teach Dwarven to any others in the pack?
5) The dwarf who finds the chest could instead be a party member, preferably one who is lookin' for love...
6) The party could find the chest, instead of Alabringorf. What they do with it is up to them. If they bother to find out the history of the box, perhaps they will want to release the Princess just to be nice to her (or for more nefarious reasons if they are an evil party).
7) The party is hired to steal the box and the boots from Alabringorf.
 

Sorry for not posting earlier, I'm having some trouble with my machine.

Destil and mystraschosen, are you forfieting (which would play havoc with my next round) or should i give you some more time, provided that ajanders doesn't mind ?

I'll be online tomorrow and post the judgements then.

All the Best and Sorry for the inconvenience !
 


I feel terrible about this lightful.....but my computer crashed.I thought it was a faulty install with windows xp so I reformatted.Unfortuneately I forgot to back up my iron dm entry.It is lost....I only now have figured out it was the g4 video card and rectified the situation.I feel just terrible.I am willing to redo my entry and post tomorrow morning if no one objects to that.
 


Delay

Not a problem to me.
lord knows I'm barely competitive here anyway.

It was the shadow crocodiles and the joyful laughter. The judge, manacles, and paladin went together easily.
I could even have managed those three with either the shadow crocodiles or the joyful laughter.
But both?
That was not pretty at all.
 

What's wrong with a shadow crocodile paladin judge in manacles who tends to laugh joyfully?

Sheesh, that only took me five seconds to come up with.

:D
 

mystraschosen, If you can get something in by the morning it'll be welcome. I understand about the computer, I had a similiar albeit lesser problem. The two of us have a strange synergy going on.

I have yet to hear from Destil ? Perhaps the turbidness (or should that be turbidity) of his soul did him in ?

Group 2 judgments in a moment
 

Group 2 judgment

The Dirge of the Lupis Brotherhood

First off, I’d have to say that the suggested levels for this adventure (5-7) are way off. In my estimate something like 2-4 would be better. The only expected combat is with 3 advanced wolves, and as much as I love using them, 5-7 level characters would make short work of them before they have a chance to run off.

The Good:
I like the boots, nice custom design.

The Bad:
What exactly is the waraxe doing in an overgrown caldera ? If it is so important, I’d expect the brotherhood to take better care of it or at least be on their own quest to find it. Not only that, but it seems as if it’s use is precisely what I warned against. Brother Graypad is a dwarf so it’s a dwarven waraxe. If the ingredient had been a gnomish hook-hammer he’d have been a gnome. I felt that the solitude aspect was underplayed, I’d imagine that the brotherhood would want all of the prospectors out of their territory – in fact that could be the reason why the royalties stop accruing.

The Ugly:
All told, with the (I believe necessary) adjustment in levels the adventure is good and playable. The backdrop is nice and provides a fitting atmosphere and the scenario lends itself to recurring NPC’s (very flavourful) and further entanglements which are always more than welcome.

Village Sprawl

The Good:
The ceremonial spade is a nice touch.

The Bad:
Unless Hammond took an active hand in the breeding of the wolves, I have to wonder how they advanced; the reasons suggested (solitude and isolation) tend to suggest inbreeding rather then advancement. The dwarven waraxe is slightly iffy, but an obvious effort has been made to integrate it (even too obvious ?). Also, I have to wonder how it is that the wolves missed the prints which the PC’s are meant to find – unless they really are inbred. Why Leomund’s trap, and not Fire Trap or a Glyph of Warding? Treak Dwarfsplitter doesn’t seem to be a terribly subtle guy.

The Ugly:
I like some of the ethical dilemmas presented as well as the fact that they are almost certain to breed disagreements within the party. The backdrop is nice and I like the ideas of wolf cubs being stolen (I actually used something similar in an adventure of mine several years ago).

The Trials of Princess Olloril
This isn’t an adventure, it’s a scenario and as such (with all of the ingredients in the background) I’m not certain to which standard I should hold it. That said I’ll do my best.

The Good:
The Leomund’s Trap is great, perfect. The waraxe fits in very well.

The Bad:
Even granted that the advanced wolves could be winter wolves (but why would they be and why would they be advanced ?) they seem to exist mostly as vehicle to show that the conditions around Dwor-akarak are freezing and set up the boots to be included as treasure. Also, I have to wonder, if the Princess was so eager to be reunited with Whitey, why didn’t she make finding him the first task ? The spade (while we appreciate the homonym) is bogus – drawing a club (another homonym) works just as well.

The Ugly:
I love the perfect dwarven princess with a beard like “fresh-spun golden silk”. Even though the idea of the princess jilting and testing her suitors is as old as time, making her a dwarf lends a whole new, wonderful, flavor. The whole setup is nice in a classic “lost princess” kind of way and could make for some fine adventuring.

All three adventures have weak points which would make me (as a PC) wince and make suspension of disbelief that much more difficult.

In “Village Sprawl” this so glaring that it disrupts the whole adventure. Why would the wolves believe the humans were stealing their cubs ? If Treak Dwarfsplitter had left tracks leading to Reinspreig and then flown (via potion acquired from the same wizard which trapped his chest) back to his allies it would work better. It could even lead to the PC’s believing that someone in the village really was the culprit !

The waraxe in “The Dirge of the Lupis Brotherhood” is better left out. You could play the adventure almost as well without, but you’d lose two ingredients !

The wolves (wolf) and with them, the boots, in “The Trials of Princess Olloril” are almost completely unnecessary. Have two tests instead of three and decree that the princess will be awakened by true love (this is actually a good precaution – the Derro already hold Tunneler, and given their magical nature it would be a simple matter to polymorph into a winter wolf and speak the Princesses name. Voila ! The princess lives out her days as a prized concubine of the derro king.)

All three entries visibly strain to accommodate the ingredients (I still can’t get over the playing card spade). “Village Sprawl” actually does the best job, but even that is less then I’d hoped for. In the end, I have to give the win to MerakSpielman for sheer fun and inspiration. dave_o gets second place, almost by default, since I deem DocSer’s entry to be unplayable as written.
 

Remove ads

Top